Fixed some bogus space indentation

This commit is contained in:
Pavel Penev
2023-10-17 14:31:02 +03:00
committed by abcdefg30
parent 85d62f7e5e
commit 13d446e27e
3 changed files with 22 additions and 22 deletions

View File

@@ -35,7 +35,7 @@ namespace OpenRA
public static string GetString(string key, IDictionary<string, object> args = null)
{
lock (SyncObject)
{
{
// By prioritizing mod-level translations we prevent maps from overwriting translation keys. We do not want to
// allow maps to change the UI nor any other strings not exposed to the map.
if (modTranslation.TryGetString(key, out var message, args))
@@ -51,7 +51,7 @@ namespace OpenRA
public static bool TryGetString(string key, out string message, IDictionary<string, object> args = null)
{
lock (SyncObject)
{
{
// By prioritizing mod-level translations we prevent maps from overwriting translation keys. We do not want to
// allow maps to change the UI nor any other strings not exposed to the map.
if (modTranslation.TryGetString(key, out message, args))

View File

@@ -36,9 +36,9 @@ DeliverCommando = function()
end)
Trigger.OnPlayerWon(Nod, function(Nod)
if not rambo.IsDead then
Nod.MarkCompletedObjective(KeepRamboAliveObjective)
end
if not rambo.IsDead then
Nod.MarkCompletedObjective(KeepRamboAliveObjective)
end
end)
end
@@ -69,7 +69,7 @@ WorldLoaded = function()
Utils.Do(Mammoths, function(mammoth)
mammoth.Stance = "HoldFire"
end)
end)
Utils.Do(MediumTanks, function(tank)
Trigger.OnDamaged(tank, function()
@@ -84,7 +84,7 @@ WorldLoaded = function()
end
end)
end)
end)
end)
Utils.Do(Grenadiers, function(grenadier)
Trigger.OnDamaged(grenadier, function()
@@ -99,11 +99,11 @@ WorldLoaded = function()
end
end)
end)
end)
end)
Utils.Do(GDIBuildings, function(building)
RepairBuilding(GDI, building, 0.75)
end)
end)
Trigger.OnEnteredFootprint({ NorthEntrance.Location }, function(a, id)
if a.Owner == Nod then
@@ -125,7 +125,7 @@ WorldLoaded = function()
Utils.Do(Riflemen, function(rifleman)
rifleman.Patrol(RiflemenPatrolPath)
end)
end)
PatrollingMammoth.Patrol(MammothPatrolPath)
end

View File

@@ -64,25 +64,25 @@ CorCarryHarvWaypoints = { cor_harvcarry_2.Location, cor_harvcarry_1.Location }
SmgCarryHarvWaypoints = { smg_harvcarry_2.Location, smg_harvcarry_1.Location }
Produce = function(house, units)
if HoldProduction[house.Name] then
Trigger.AfterDelay(DateTime.Minutes(1), function() Produce(house, units) end)
return
end
if HoldProduction[house.Name] then
Trigger.AfterDelay(DateTime.Minutes(1), function() Produce(house, units) end)
return
end
local delay = Utils.RandomInteger(AttackDelay[1], AttackDelay[2])
local toBuild = { Utils.Random(units) }
house.Build(toBuild, function(unit)
local delay = Utils.RandomInteger(AttackDelay[1], AttackDelay[2])
local toBuild = { Utils.Random(units) }
house.Build(toBuild, function(unit)
local unitCount = 1
if IdlingUnits[house.Name] then
unitCount = 1 + #IdlingUnits[house.Name]
end
IdlingUnits[house.Name][unitCount] = unit[1]
Trigger.AfterDelay(delay, function() Produce(house, units) end)
Trigger.AfterDelay(delay, function() Produce(house, units) end)
if unitCount >= (AttackGroupSize[1] * 2) then
SendAttack(house)
end
end)
if unitCount >= (AttackGroupSize[1] * 2) then
SendAttack(house)
end
end)
end
SetupAttackGroup = function(house)